"Siege Machines" — ANSWERED

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poltergeist09
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Joined: Thu Mar 18, 2021 3:15 pm

"Siege Machines" — ANSWERED

Post by poltergeist09 »

After the update with the miss speed of ranged siege machines of any races they've all nearly become useless, they cost 8 or more turn then only to miss almost every attack they made, the Aoe is already gone so what's the use of miss almost every shot? please buff them even a little :(
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Badnorth
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Re: "Siege Machines"

Post by Badnorth »

Siege Machines with miss chance will never miss units or structures in their bonuses. They will also not miss units with 0 speed.

And "nearly useless" i have no idea what you mean here, This is false. Also "Miss every attack they make" Not true.

The use of Siege machines is to demolish structures. Not units. Imagine Maxed Rock Hurler with 90 attack or Maxed Dwarf Cannon with 100 attack being able to hit normal infantry? Every shot? Would you like that? No. That's why there is a miss chance. Their purpose is to eliminate or weaken fortifications. And destroying mega buildings with 4000+ Hp.

They also don't need splash damage. One reason is that it would be too overpowered as Splash damage stacks on mega buildings. Maxed Rock Hurler with even 1 power range will be able to one-shot Castles, Volcanoes or even Kingdoms of Dwarves.
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makazuwr32
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Re: "Siege Machines"

Post by makazuwr32 »

Another point for ranged siege in the future is to raze to the ground enemy fortifications and bases.

During buildings update all buildings will get significant bonus to their toughness.
Just an example: human stone wall will have 1500 hp and dwarven wall will have 2000+ hp. With pure melee units you will not be able to demolish it , especially if at least 1 worker is nearby. For example best maxed melee unit of elves — blade dancer with 39 attack and 3 actions — will do only 117-armor *3 damage to them. Right now it is good damage, but in future it will be not enough.

Of course such tough walls and structures will have much higher cost than they have right now.
Also anti-mega building bonuses on non-siege units will be lowered down to be slightly bigger than to fortifications.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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poltergeist09
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Re: "Siege Machines"

Post by poltergeist09 »

Thank you for the answers and explanation and considered it answered so it will not spread false accusations against siege, Im sorry cause we didn't understand what miss speed do :|
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makazuwr32
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Re: "Siege Machines" — ANSWERED

Post by makazuwr32 »

Also about miss chance.
Later there will be some ways to give that to enemies as well.
For example each lighting damaging spell will be able to give a stack of "dazed" effect that increases miss chance by 4% of affected units (and is stackable).

Which is why i must remind how miss chance is working:
Miss chance on unit (for example 10%) is multiplied by speed of attacked unit. If attacked unit has speed 1 than miss chance is 10%, if 5 than 50%, if 0 speed than no miss chance. And there are several ways to reduce enemy speed down to 0 already and will be even more later.

Set as answered.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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